This is the first public release of Cryptband, and I'm looking for a few testers to provide feedback! Mostly I'm interested in quashing bugs and balancing monsters.

* Only Windows is supported right now. Cryptband is a .NET application (framework v2.0 required). It may be possible to run the game on Linux using WINE or Mono, but I haven't tried either.
* This version only supports tiles, no ASCII. ASCII support may be added in the future as I have time.
* The help files are almost non-existent. Keyboard commands are documented, however, and the game should be fairly intuitive for Angband veterans.

There are several huge differences between Cryptband and Angband. In general, Cryptband is a much faster game.

* There are no stats (STR, CON, DEX, etc...) and therefore there is no stat gain.
* You do not gain experience from monsters. Instead, your character gains experience by diving deeper into the crypt. Take care not to dive too quickly, however, or you may find yourself under-equipped.
* Your maximum HP does not go up as you gain levels.
* There are no scrolls of recall. Instead, each level of the crypt has a portal back to town which can be used only once.
* Resting does not recover HP while in the crypt. The only way to recover HP is by returning to town or by drinking potions.
* Most items in your inventory do not stack. If you want to carry three scrolls of Phase Door then it's going to cost you three inventory slots.
* Speed is divided into movement speed, melee speed, ranged speed, and device speed. An item which grants you +10 movement speed does not allow you to swing your weapon any faster. Similarly, monsters which move very quickly will still attack and cast spells at normal speed. Actions not listed above are always performed at normal speed.
* Armor provides damage reduction, not evasion.
* Elemental resistances are quantitative and cumulative. For example, +6 fire resistance means that your character ignores the first 6 points of fire damage from a given attack.
* Cryptband uses fractional blows.
* All magical items are shown as {unusual} until they are completely identified. If you don't see the {unusual} tag then you know that an item is average.
* Players are encouraged to identify objects by using them. Cursed items are not sticky, and none of the consumables should kill you outright.
* All magical devices are activated with the zap command (z).

The big problem with that is a lot of the monsters are too strong in the early game, you'll run out of HP or money for potions, and since you can go up only once you can only heal once really without paying money.

Id' fix this by either letting resting recover hp in the dungeon, or after entering a portal coming from town, the portal re-opens somewhere else on the level, so you still have to hunt for it. Unless you want to force people to become healers early on so they can self heal and rest?

Well - sad...since you use this properietary M$ crap, i can't test this variant. Also i think that it could be quite interesting from the gameplay.
IMO you shouldn't use programming languages like visual C (or other one-manufacturer-one-system languages) for *Bands because its against the philosophy. They should run without trouble on most common computer systems and not only on windows.

@SaThaRiel -- C# (and .NET) is not so proprietary as all that. Mono is an independent implementation. That said, I have no idea how complete an implementation it is. For something simple like an ascii terminal window, it should be pretty easy to stay compatible.

@SaThaRiel -- C# (and .NET) is not so proprietary as all that. Mono is an independent implementation. That said, I have no idea how complete an implementation it is. For something simple like an ascii terminal window, it should be pretty easy to stay compatible.

There's a few non-*band C# roguelikes that handle Mono fine (Mono's text console support is close to complete).

That said, the fastest way a native Windows user could test a C# to Mono/Linux build would be a LiveDVD (and the LiveDVD would have to ship with both gcc and Mono).
* The LiveCDs generally don't have gcc.
* Gentoo has a bad reputation here. I'm currently using Knoppix 6.2.1, but suspect I'll want to build up a library of known-good LiveDVDs.

Ratsplosions are definitely dangerous. If enough testers complain then I'll tone them down a bit. There are already some mitigating factors, however:

1) They only have 2 HP
2) There's only a 5% chance of squeaking for reinforcements
3) Rats cannot open or bash doors, so doors are an effective escape
4) Their bite is pitifully weak, requiring an average of 25 hits (without missing) to kill the player

Also, note that armor helps a *lot* against weak attacks from low-level monsters. With an AC of 13 you will absorb an average of 1 damage from every physical attack. When fighting rats, this basically cuts their damage in half.

My biggest gripe so far really is the lack of healing, I'll play around some more though when I get home. So far I'm just afraid it will be by sheer luck I get down passed level 2 or 3. Maybe I should avoid monsters more heh.

Also, do you get xp for falling through trap doors? If not it kinda sucks, being unable to get that experience (I've been down to level 3 a few times, only because I've fallen through traps)